Fight in the rain soaked trenches or charge over No Man’s Land to battle in the War to End All Wars. Use authentic weaponry to conquer the enemy, call in artillery strikes to take out enemies en masse, and don’t forget that teamwork is essential for the final victory!
Screaming Steel: 1914-1918, previously known as WW1: Source is a total-conversion project being developed by devoted modders for the FPS game Day of Infamy. While you can still find the download on this site for older versions of the project when it was a modification for Half-Life 2, our development on this branch of the Source engine has stopped. Screaming Steel instead utilizes one of the latest iterations of the Source engine to bring you an immersive and total experience of the infamous Western Front of the First World War. Keep a watch on this page for more news about the project and make sure to spread the word about it!
See you on the battlefield!

97 Years ago, something magical happened. Troops locked in an intense and unforgiving conflict, left their posts, headed over to each other and reminded us all of the human cost of war. Compassion was shown in some of the most hellish of conditions, proof if any that war can destroy many things but human compassion is not one of them.We intend to honour all those fallen in that dreadful war.We will remember them.

Seasons greetings! Here's our Christmas update.
It's been a busy few months, far busier than we have anticipated and we are making excellent progress.

Video:Now first off! As promised, here's a little video showcasing OccupationG's new ballistics and damage system! Take note of the ricochets and grenade shrapnel, these will be lethal.

Features we have also implemented;

A bullet penetration model for the characters. Should a bullet pass through you and kill you, there is a chance that anyone following behind you will also be hit and or killed. Of course this will need extensive testing, however

New and improved grenade effects, grenades will be a lot more deadly so keep an eye out for these.

We'll soon be showcasing this with the new weapons.Weapons:

On the subject of weapons, we've three new weapons to add and an old friend to return to 2.0.WW1 Source 2.0 will see a choice between 2 pistols for the Officers.

For the German Imperial army, the C96 and our old friend the Luger P08.

For the British Expeditionary Force, a choice between the Webley MK and the Scott Automatic.

Each side will now also have a choice of two grenades

The German Imperial army - the Model 1916 Stick Grenade or the Discushandgranaten (Turtle/Disc Grenade)

The British Expanditionairy Forces - the Mills Bomb Mk. 1 or the Jam-tin grenade.

Each grenade will have different properties.

Animations: There's some snazzy new animations in the works from Nicolay aswell! Here are his latest WIP animations for the Gewehr 1898 rifle, showcasing various animation stages including firing, reloading and bayonetting. Detail is really important on these, and Nicolay has been commited enough to add a working firing pin to the animations, for that added sense of realism.

Marne:
Semmel has been reworking the early war battlefield of Marne. Nothing much to say on this so I'll let the pictures do the talking !

New Character Model:

Volcol's been at work on some new character items. Featuring a slightly higher poly count than the previous Character models and a custom rig, we hope to make WW1 Source a little more unique. It's not quite finished yet we still need to get the rig and weighting finished up but it's certainly getting there. Soldiers will be rank neutral, and we hope to implement a system where randomised helmets/field caps and faces can be used. We hope to showcase the officer models and oposing German forces.

Fresh from basic training:
We'd like to take this oppurtunity to welcome aboard some new aditions to the team, and we'll be showcasing some of their work in game in the near future! So a big salute to "T.Irish", "Bill Brown", and "Shaun"!
We ARE recruiting.
Open positions:

Ricochet's like every other aspect of ballistics is governed by energy, pressure and surface material properties. A ricochet is determined by the surface area, material core strength and kinetic energy at time of contact of the projectile, the angle of incident of the impact, and the surface tensile and yield strength of the wall. When a bullet strikes a wall it will expand and possibly fragment and then can either penetrate, deflect or obliterate. Ballistic Ricochets in WW1 have often a chaotic and unpredictable result.

I love this update.
The new bullet/grenade richochet's, the new british models and the new Marne map, all look really cool.
The new Gewehr98 model also looks like a beast, I will be using that weapon alot in the future.
Overall, really good job as usual guys. You really are professionals and especially Ashton and Volcol, the original developers, are very, very loyal to this game.

This is really pretty! Look at that cloud work! It's really rare that the clouds in a mod actually match up with the terrain, but this is really great work! Well done guys! Congratulations on the team recruits and progress!

Nice ballistics, but I'm not entirely convinced that having bullet ricochets will be that good for gameplay. The grenades sound really awesome, I wish they worked like that in CoD. Although saying "bullet ballistics" is like saying "animal biology".

I'm glad to see you're making progress, but until you do away with having to manually pull a lever every time you shoot, your mod won't get any of my love.

There are 3 stages of Ballistic Mechanics, Internal, External and Terminal. WW1 now fully models External and Terminal Mechanics and FYI, Bullets are not the lowest unit in this ballistic system, fragments are. Bullets and Ordnance are further subdivided into fragments upon impact or detonation respectively. So referring to Bullet Ballistics is valid since there is also Explosive Ballistics and Secondary Ballistics (debris) at play in WW1 2.0.